This project is mirrored from https://github.com/googleforgames/agones.
Pull mirroring updated .
- Jun 25, 2019
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Mark Mandel authored
Update work for 0.11.0 Also had to include some updates to fix some site link checking, since adding a new release pushed us into pagination, which has some issues we will need to push up to Hugo to fix - but are easily overridable for now.
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- Jun 20, 2019
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Alexander Apalikov authored
Waiting for exact message in PollImmediate loop.
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- Jun 19, 2019
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pooneh-m authored
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- Jun 18, 2019
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Mark Mandel authored
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Mark Mandel authored
This will be useful for resetting Reserved on #660
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Mark Mandel authored
I think this might just need some more time.
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Mark Mandel authored
Move creatRestClient into the polling code, as its possible the e2e test could use the old secret, if called early enough in the flow.
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Mark Mandel authored
Moved the application of the version annotation to ApplDefaults() on the GameServer. I'm not quite sure why it was this way in the first place, but this should ensure this test doesn't fail again.
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Mark Mandel authored
I think this might genuinely need some more time sometimes.
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https://github.com/googleforgames/agonesMark Mandel authored
Find every reference to https://github.com/GoogleCloudPlatform/agones and change it to https://github.com/googleforgames/agones Functionally, this should all work the same as before, as Github does a really good job of redirecting.
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Mark Mandel authored
We said that using SDK.Ready() to go back to being ready once you were Allocated would work. Wrote a test to prove it actually works! Also relevant for #660 so people can exit out of Reserved state if they need to manually do so.
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Mark Mandel authored
Remove warnings that GSAs are experimental, since now they are.. well.. not.
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- Jun 17, 2019
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Mark Mandel authored
This is a pure refactor, to move FleetAutoscaling to the group outlined in #703, where it will stay. Did this one first, since it seemed like the easiest one to tackle.
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pooneh-m authored
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whisper0077 authored
* Add Unity SDK
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- Jun 14, 2019
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Mark Mandel authored
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- Jun 13, 2019
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Mark Mandel authored
Usual culprit, needs more cache.WaitForSync()
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- Jun 12, 2019
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Anthony Arnaud authored
Signed-off-by:
Anthony ARNAUD <github@anthony-arnaud.fr>
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Alexander Apalikov authored
Run linter for proto file, namely protoc-gen-lint.
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Mark Mandel authored
* Batched Packed and Distributed Allocations This implements a batching algorithm for Packed and Distributed GameServerAllocations (GSA). This ensures that we can still get high throughout on GSA's, while retaining a tight packing of Allocated GameServers on each node with the Packed strategy. The Distributed strategy is now implemented with a randomised Allocation process, so ensure distributed load under this strategy. Closes #783 * Move updateQueue into allocationUpdateWorkers. * Add large explanatory code block.
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Mark Mandel authored
This implements a new PortPolicy, such that the containerPort that is specified for the game server is dynamically set to the same random value that the hostPort is. This is useful for game servers that have already been configured to broadcast the port that they originally started on as their connection port, with no overrides. Closes #294
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- Jun 11, 2019
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pooneh-m authored
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Mark Mandel authored
This rewrites the Overview page to give a concise summary of the project and its capabilities. For this reason, I moved the requirements section into the Installation section, and updated the docs slightly to fulfill kubernetes version support outlined and decided in #717
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Mark Mandel authored
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Mark Mandel authored
Took another look at this rarely flaky test - I think I worked out some potential causes. Along the way, I realised we could also be doing some better sync and health checking, which should hopefully also helps stop the test flakiness.
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Mark Mandel authored
Otherwise we can't delete a very old preview version, since it's the default version.
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Mark Mandel authored
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Mark Mandel authored
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- Jun 07, 2019
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Mark Mandel authored
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Mark Mandel authored
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pooneh-m authored
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Mark Mandel authored
Replace flaky elements with polling strategy.
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- Jun 06, 2019
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Alexander Apalikov authored
Perform graceful scale down of inactive GameServerSet on RollingUpdate.
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- Jun 05, 2019
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Alexander Apalikov authored
Need to have only values over 0%, otherwise no rolling update would occur.
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- Jun 04, 2019
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Bruno Figueiredo authored
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Alexander Apalikov authored
Return valid target number of replicas with E2E test.
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Alexander Apalikov authored
New allocation endpoint now used. Pass validation of the fleet.
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- Jun 03, 2019
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Mark Mandel authored
This adds the `Reserved` state to the GameServer state system. - Ensures that `Reserved` cannot be deleted on scale down, rolling updates, etc - Enforcing the correct rules for the autoscaling system (i.e don't auto scale up on Reserve) - Adds ReservedReplicas to GameServerSet and Fleet Status values This does not implement the sdk.Reserve() functionality, that will come in a later PR.
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- May 30, 2019
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Alexander Apalikov authored
There could be a panic on HandleError logging functionality. Add test coverage for that.
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- May 29, 2019
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Alexander Apalikov authored
Fleet would have 0 Replicas forever if minReplicas set to 0 and no GameServers were allocated. Cause currently we are calculating number of GS in a fleet based on Allocated count.
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